Hi Szabolcs,
about corrupted UVs. I´m currently creating UVs for existing meshes and have found a few things to watch for. *It´s not a good idea to delete the source mesh directly after pasting UVs onto a target. Freezing the target´s modeling stack first is a lot better. *I avoid referenced files/meshes in this workflow at all cost, instead import, then copy or transfer, freeze, delete. *If creating UVs using Unfold, freeze the mesh after unfolding AND delete the Unfold OP from the mesh, including any leftover cluster or samplegroup nodes, leaving you with only the "Sample" and the "Unfold" entries - for that UV set. If you have other UV sets you need, you obviously don´t want to delete those. *If you want to use "Regularize", freeze the Unfold first to avoid crashes and delete as in above, then use "Regularize". *Unfold sometimes creates multiple UVsets, depending on if/wether you had closed the Unfold Op window and reopened it. It´s very easy to end up deleting the wrong UV set or having the wrong UV set assigned in a texture node and think things broke. In short: Regularize and Unfold bite - there should be a freeze modeling in between. Unfold will creat multiple UV sets when it´s window is closed and reopened. Copying and pasting UVs means there´s a connection that needs freezing afterwards. Cheers, tim P.S: Unfolding with >150 000 polys or donut like shapes will make Unfold think longer and sometimes solve incorrectly. Just hit "Unfold and pack" again and add an extra temp edge"cut" to bring down the shell size first. On 06.07.2012 07:53, Szabolcs Matefy wrote:
Hey guys, So it is sure it was not Species. I just referred to it because I have a species figure in my scene, and someone mentioned he had a rigged character causing the same issue. I do not really know what was the issue, it’s impossible to backtrack, however a cool scene debugging lecture would come handy. As for this specific scene, I have installed MoveNormal addon yesterday, tried it, but the result was bad, so I removed the operator from the object. The saved scene was unloadable after this. Even when I removed the addon, and deleted everything that reminded me to have this addon, the scene was unloadable. It would be nice to do something to avoid such cases. A more proper scene load manager would be the best. How? I do not know…I have some basic ideas, for example list the used operators in the scntoc file? It would give some hint. About the stability and data loss, it’s quite interesting thing. I have never ever met the issue our artist met, a scene after load has corrupted UVs. I’ll collect those scenes and send for investigation. Cheers Szabolcs *From:*[email protected] [mailto:[email protected]] *On Behalf Of *Eric Thivierge *Sent:* Friday, July 06, 2012 3:35 AM *To:* [email protected] *Subject:* Re: WHATTA HELL??????? As an FYI, Species doesn't rely on any plugins except for the custom properties used for UIs so there shouldn't be any plugin issues related to it (that I know of). If you find something please let me know so I can track it down. -------------------------------------------- Eric Thivierge http://www.ethivierge.com On Fri, Jul 6, 2012 at 1:28 AM, Szabolcs Matefy <[email protected] <mailto:[email protected]>> wrote: Thanks for all the comments and help! I managed to find an older crashsave, and I recovered the scene from it. I had Species rig in the scene, but it was working just fine, yet it removed it. I also had installed Move Normal prior to the disaster, so I removed it also. The scene was not opening any on our computers. I tend to believe what our artists say, SI 2013 line is cursed...they returned to 2012 SAP, and I am the sole 2013 user... Cheers Szabolcs

